- Joined
- Nov 9, 2006
- Messages
- 2,561
I like the layout a lot.
There's a lot of high ground areas, but you can almost always choose to fight on an equal footing.
I'm not sure how useful boats are here, but at least they're optional and can be used for safety.
You're using doodads more liberally this time around which is an improvement.
Placing race buildings as neutral buildings is a bit of a wierd thing to do.
I can't think of a good reason not to do it, but i wouldn't do it myself as it's an outlandish thing to do.
Same with using units from races or neutral units, in this case clockwerks.
There's one map using hawk to detect blademasters, but that's the only scenario i feel like it's acceptable since blizzard didn't grant mapmakers neutral units with true sight.
Visually speaking though i think you're trying too many ideas at once.
The outland tileset matched with dark greens doesn't look good.
I think any other tileset like dalaren, cityscape or ruins would look pretty here.
Especially if you just used normal grass tiles.
Creeps are a bit lol.
Again i recommend reading Mafe's guide on the section about creeps.
You're using purge, envenomed weapons and sleep in one camp, that's a nightmare to creep.
All of these should be used sparsely.
-Envenomed weapons creeps should be used if you're thinking that humans have too much of an advantage and you want to give other races some advantage over HU. Since HU rely early on militia to creep. The way creep AI works is that they will attempt to poison every unit. This ability deals 80 damage in total. So HU can take insane damage. (Broodmother)
-Purge works well to nerf Archmage, Crypt Lord and Far Seer because they will purge summons. (The lvl 2 lizard in this case)
-Sleep is like, ensnare but just annoying. It's not bad, but if you can use ensnare over sleep then do it. (Dark High Priest)
There's a lot of high ground areas, but you can almost always choose to fight on an equal footing.
I'm not sure how useful boats are here, but at least they're optional and can be used for safety.
You're using doodads more liberally this time around which is an improvement.
Placing race buildings as neutral buildings is a bit of a wierd thing to do.
I can't think of a good reason not to do it, but i wouldn't do it myself as it's an outlandish thing to do.
Same with using units from races or neutral units, in this case clockwerks.
There's one map using hawk to detect blademasters, but that's the only scenario i feel like it's acceptable since blizzard didn't grant mapmakers neutral units with true sight.
Visually speaking though i think you're trying too many ideas at once.
The outland tileset matched with dark greens doesn't look good.
I think any other tileset like dalaren, cityscape or ruins would look pretty here.
Especially if you just used normal grass tiles.
Creeps are a bit lol.
Again i recommend reading Mafe's guide on the section about creeps.
You're using purge, envenomed weapons and sleep in one camp, that's a nightmare to creep.
All of these should be used sparsely.
-Envenomed weapons creeps should be used if you're thinking that humans have too much of an advantage and you want to give other races some advantage over HU. Since HU rely early on militia to creep. The way creep AI works is that they will attempt to poison every unit. This ability deals 80 damage in total. So HU can take insane damage. (Broodmother)
-Purge works well to nerf Archmage, Crypt Lord and Far Seer because they will purge summons. (The lvl 2 lizard in this case)
-Sleep is like, ensnare but just annoying. It's not bad, but if you can use ensnare over sleep then do it. (Dark High Priest)